Psychic Wild Talents

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Contents

Overview

You are one of the remarkable individuals who have developed a psychic wild talent.  A wild
talent is a power of the mind enabling the gifted individual to perform extraordinary feats
solely with the application of will  through the psionic medium, without the arcane symbolic
hierarchies and strange power sources of magery.

The Talents

Battledancer

  The power of a battledancer, so called for his mysteriously graceful and
unperturbed movements in combat, lies in the ability to perceive flashes of
the immediate future, warning of imminent danger and revealing the actions the
foe is about to take.  This power makes the battledancer a deadly combatant,
enhancing the application of his skills with prescient knowledge.

  Your ability level with the battledancer combat sense is determined by your
perception, your luck, and your skill in the psionic discipline of metasenses.

  To activate your combat sense, concentrate on sensing danger.  Keeping your
mind open to the precognitive visions will drain your spiritual energy.  To
close your mind to the visions, concentrate on letting go of them.

Bladeturner

  Bladeturners are feared combatants because of the simple difficulty of laying
a hand on them.  This psychic talent gives the ability to project a field of
force which repels attacks, a kind of psychokinetic cushion.  This field is
primarily of use in deflecting ordinary weapons; it cannot be relied upon to
defend against more esoteric forms of attack, though it is extremely effective
in insulating against damage from explosions, psychokinetic impulses, and other
applications of raw force.

  Your ability level with this power is determined by your willpower, your
intelligence, and your skill in psychokinesis.

  To activate your repulsion field, concentrate on turning aside attacks.  To
maintain the field will be a significant drain on your psychic energies; if you
wish to allow it to collapse, concentrate on ceasing to turn aside attacks.

Dexter

  The psychic talent of a dexter lies in the ability to enhance his body's
reflexes, quickening nerves and readying muscles to move swiftly and surely.
This is achieved by using a continuous flow of redactive energies to perform
numerous small enhancements to the body's ongoing processes of movement and
reaction, helping nervous impulses travel more quickly, maintaining muscles
and tendons in a state of preparation to act, and so forth.  The overall effect
is that a dexter using his talent enjoys considerably enhanced dexterity and
agility.

  To use this capability, concentrate on enhancing your reflexes.  Maintaining
the enhanced state will drain your psychic energies.  You can end the effect by
concentrating on ceasing to enhance your reflexes.  Your level of ability at
this is determined by your intelligence, your willpower, your perception, and
your skill in the psionic discipline of redaction.

Dowser

  A dowser has a certain psychic affinity for the waters of the world, and has
the power to sense the  presence of water around him.  The more powerful and
skilled a dowser, the greater the distance at which water may be sensed and the
more accurate his ability.

  Your facility at sensing water is determined by your perception and your
skill in the psionic discipline of metasenses.  Simply concentrate on sensing
water in order to do so.

Empath

As an empath, you have the ability to sense and influence the emotions of others. This manifests as several separate abilities.

First, you can open your mind to emotions in the area around you, sensing any hostile creatures before having to encounter them directly. This is a relatively simple ability; your level of facility with it is determined by your perception, intelligence, and your skill at metasenses and telepathy. To do this, concentrate on sensing hostility.

Second, you can attempt to calm those in a berserk rage. How difficult this is depends on how intense the rage and the level of psychic similarity and familiarity you have with the subject. Your performance here is determined by your charisma, intelligence, willpower, and skill in the disciplines of psionic redaction and telepathy. To attempt this, think about calming the berserker rage in your subject.

Third, a somewhat more difficult feat is the projection of a psychic field, or glamour, which exerts an influence toward friendship on those near you, making you seem more appealing and charismatic. Your ability level at this is determined by your willpower, perception, and skill at redaction and telepathy. To project a friendship glamour, imagine people liking you. Keeping the field of influence in operation will tax your psychic energies; to bring the field down, visualize your ordinary self.

As an empath, you have rudimentary telepathic capabilities; please see 'help basic telepathy' for more information.

Eyewyrd

Farstriker

  Farstrikers are psychics gifted with the power to harm foes by the mental
generation of invisible force impulses.  While a novice farstriker often has
such a difficult time generating force strikes that he would do better to pick
up a stick and do it the old-fashioned way, with experience a farstriker can
develop his talent into a potent combat ability.

  The usual mode of operation for a farstriker is to send a focused strike at
a single opponent.  Skilled farstrikers -- and those under great duress -- can
also manifest another level of their ability, a massive blast of force which
devastates everything nearby, friend and foe alike.

  Your facility at creating force bolts is determined by your willpower, your
perception, and your psychokinesis skill.  Generating a force blast relies
solely on willpower and psychokinesis.

  To create a focused strike, visualize a hammer, rock, or other blunt object
striking your target; you may refer simply to "my opponent" to target your
current enemy.  To generate a force blast, visualize an explosion.

Fetch

With fetch, you have the ability to reach out through the fabric of the world and search with your mind for whatever object you might wish -- and upon finding it, the power to pull it through space to you. Conversely, should you choose, you can also send objects away from you, finding a destination for them by psychic exploration.

Your level of facility at locating objects to retrieve is determined by your perception, your luck, and your skill in the discipline of metasenses; your ability to bring the object back once you've found it is a matter of your willpower, your luck, and your skill in translocation. Finding a suitable location for an object you wish to send away is similar to object location for retrieval; your chances of putting the object somewhere without those near the destination noticing it is determined by your perception, your luck, your intelligence, and your skill in translocation.

To attempt to retrieve an object, concentrate on needing one. For instance, if you wanted to find a sword, you could concentrate on needing a sword, or if you wanted something more specific, you could concentrate on needing a steel sword or a bronze sword. To send an object away from you, concentrate on sending it to the type of destination you would like. This can be a region, a species of creature, or a type of container; nothing more specific is possible. So once you had your sword, you could concentrate on sending it to a forest, or to an elf, or to a box, for example.

Firestarter

  A firestarter is a rare and much-feared psychic whose abilities essentially
consist of making things burn using his mind.  A deadly talent under the best
of circumstances, the ability has been known to escape its master's control
to tragic effect.

  The first significant operation for a firestarter is to induce combustion in
an opponent's belongings, causing any flammable objects to ignite furiously
and burn at a rapid pace, as well as causing any truly volatile materials to
detonate.  More capable firestarters can, rather than relying on external
materials, simply create a sheet of flame to immolate an opponent, and the
most skilled (and feared) can literally cause a victim's blood to boil in his
veins.  Also, alarmingly, even lesser talents have been known to manifest these
higher abilities when in great danger.

  Any firestarter can also cause minor scorching by bringing wisps of flame
briefly into existence around someone, though this causes practically no real
damage and is more of a parlor trick or threat than anything else.

  Your facility with all the powers of a firestarter is determined by your
willpower, your perception, and your skill in the psionic discipline of
metacreativity.

  To induce combustion in an opponent's belongings, visualize heat waves
rising from him.  To envelop him in a wreath of fire, visualize flames around
him.  To boil his blood, visualize the sun inside him.  To scorch someone,
visualize wisps of flame around them.  In each case you may refer to simply
"my opponent" to target your current enemy.

Fixer

  The fixer's talent is one of the rarest, the ability to *heal* objects
which are damaged or broken.  This is not the same as repairing them; a fixer
needs no skill or knowledge in crafting of any kind in order to work his
ability.  He simply touches the thing to be healed, and heal it does.  The
process is poorly understood, even by those performing it, but by common
reports it seems to involve the ability to perceive the object as it would
be in a perfect, undamaged state.

  Your facility at healing objects is determined by your perception, your
willpower, and your skill in the psionic disciplines of metasenses,
metacreativity, and psychokinesis.  To heal an object, you must attempt to
visualize the essential form of it.

Harmonist

  The benevolent talent of the harmonist consists in the ability to perceive
and restore the spirit of others.  They frequently describe this process as
being like bringing the spirit back into balance and harmony with itself, hence
their common appellation.  Their services are valued by mages, psychics, and
others who frequently find themselves draining their spiritual energy to near
exhaustion.
 
  In order to perform restoration of the spirit, a harmonist must first be able
to examine its state.  This ability relies upon your perception and skill at
metasenses.  To use it, concentrate on perceiving the spirit of your subject.
 
  Spirit restoration itself is a more complex effect, your capability at which
is determined by your charisma, perception, willpower, and skill in the psionic
disciplines of redaction and metasenses.  To perform this service for another,
concentrate on restoring harmony to the spirit of the person you are assisting.

Ironman

Levitator

  The ability of a levitator is simple and straightforward: he has the ability
to impel himself to flight with the power of his mind.  A fairly dramatic and
enjoyable talent, the only caveat to it is that woe awaits the unskilled
levitator whose ability deserts him in the midst of its strenuous employment.

  Your competence at levitation is determined by your willpower and your skill
in the psionic discipline of psychokinesis.  To begin levitating, merely think
about it.  Keeping yourself aloft will cause a slow drain on your spiritual
energy.  To ground yourself once more, think about ceasing to levitate.

Longshot

  When an individual seems indefatigably lucky, always pulling off the slim
chance, the unlikely hope, the common folk of Almeria call that person a
"longshot".  The psychic talent so named produces just that ability.  The
power it gives is that of sensing the flow of chance around one, having a
subconscious perception of the web of probability that somehow lets one know
precisely the correct moment and method in which to throw the dice or dodge
the blow, and in any number of other tiny ways to always manage to be in the
right place at the right time.

  Your level of facility as a longshot is determined by your perception and
your skill in the psionic discipline of metasenses.

  To activate your sense of the patterns of chance, simply feel lucky.
Maintaining your awareness of the flow of probability will tax your spiritual
energy.  To close down the psychic sense, feel less lucky.

Mindblaster

  The ability of a mindblaster is a simple one: the power to project damaging
bolts of mental energy.  These blasts assault the victim on a psychic level,
overloading him with a flood of violent psionic force.  Some call this talent
the "evil eye", as a powerful mindblaster can kill with no visible effort
beyond looking at his victim.

  The primary tool of the mindblaster is a simple psychic blast projected at
an opponent.  Another use of the talent, however, is the generation of a
tremendous psychic scream that has devastating effects on every living thing
nearby.  This power was first observed in mindblasters who were under a great
deal of stress in the heat of battle, but has since been duplicated under less
desperate circumstances by skilled individuals.

  Your level of ability with all aspects of the mindblaster talent is
determined by your intelligence, your willpower, and your skills in the areas
of telepathy and redaction.

  To project a psychic blast, simply concentrate on psychically harming your
target; you may refer simply to "my opponent" to target your current enemy.
Concentrating on psychically screaming will enable you to do just that.

  As your talent is telepathic in nature, you also have access to some
elementary telepathic capabilities; see 'help basic telepathy' for more
information.

  If there is a neutral or hostile telepathic contact in existence between you
and the target of a mindblast, this will considerably aid your ability to harm
your victim; a contact from you to the target is much more useful, but one they
are maintaining with you can also be put to some use.  As a mindscream is a
very non-specific effect, individual psychic contacts do not affect it.

Mindshielder

  Mindshielders have the ability to create psychic defenses for both themselves
and others, projecting standing fields of psionic energy which insulate their
subjects from harmful influences.

  The first ability in your repertoire is the creation of a simple mindshield.
This effect interferes with hostile or neutral telepathic effects intended to
establish contact with, manipulate, or harm the subject's mind.  The shield
degrades the performance of these effects and, if of sufficient potency
relative to them, can stop them completely.  Each time an effect tries to
penetrate the shield, this costs the shield some of its stored energy, in
proportion to the strength of the effect; the shield loses effectiveness as it
weakens.  A depleted shield will attempt to draw energy from its subject to
sustain it, drawing energy faster the more depleted it is, though it can only
do this when the subject's spiritual energy reserves are relatively high; if
it has to counter too many effects, especially while the subject has little
spiritual energy so that the shield cannot recharge, it will be destroyed.
More than one mindshield can coexist on a subject, but generally only the most
powerful one will be effective, and as each will be depleted by activity and
then attempt to recharge, it is rarely desirable to have multiple shields
active.  Mindshields are less effective against effects created by the same
individual who created the shield; also, some subtle effects can slip by a
mindshield by avoiding detection, with the chances of this depending on the
relative skill of the creators of the effects.  The subject of a mindshield
can deactivate the construct voluntarily; when a mindshield is first created,
the next subvocalization the subject performs becomes a trigger which will
deactivate the mindshield if it is repeated.

  The second mindshielder ability is the mindwall, which is essentially a
considerably more powerful variant upon the mindshield.  It requires a fairly
substantial degree of skill to construct; in most other respects it differs
from the mindshield only in being more effective.

  The third mindshielder ability is of a different nature: the mindtrap.  This
is a reactive rather than passive defense, a construct which lurks in the dark
corners of the subject's psyche and waits for a psychic effect to intrude, at
which time it launches an attack against the effect's source, using the contact
established by the offending effect to send a backlash of psychic feedback into
the enemy psychic's mind.  The mindtrap expends all its energy in the process
of generating this feedback and is destroyed after triggering.  Unlike the
mindshield and mindwall, this effect is only triggered by hostile effects, not
neutral ones, and it requires a small amount of energy continually to support
itself; if the subject has low spiritual energy for a protracted period and
the mindtrap cannot draw energy to sustain itself, it may fail.  More than one
mindtrap can be placed in a psyche, but only one will trigger in response to a
single effect.  Like mindshields and mindwalls, a subvocalization trigger is
used to deactivate it.  As might be surmised, a very high level of skill is
necessary to create this complex effect.

  Your level of proficiency with each of these abilities is determined by
your intelligence, your willpower, your perception, and your skills in the
areas of metacreativity, telepathy, and redaction; the proportions in which
these individual factors contribute vary according to the particular power.

  To create a mindshield, visualize a silver shield around the person you wish
to protect; you may use "me" to refer to yourself.  To create a mindwall,
visualize a silver wall around your subject.  To create a mindtrap, visualize
a silver snare guarding your subject.  In order to apply any of these effects
to another person, they must trust you first.

  The talent of a mindshielder is partially telepathic in nature, and so they
have access to some basic telepathic capabilities; see 'help basic telepathy'
for more information.

Planeswalker

  The planeswalkers are a rare and much-envied breed, for theirs is the power
to move themselves through the very fabric of the cosmos by will alone.  Their
psychic affinity with the underlying structure of reality permits them to step
between worlds with little more care than an ordinary man stepping between
rooms of his house.

  You have several abilities related to the creation and use of the metasensory
links which are the stock in trade of your power; see 'help location linking'
for information.

  The more elementary of your powers is a purely informational one, the ability
to examine the planar fabric and by this deduce where you lie in the cosmos.
Your level of capability at this is a matter of your perception, intelligence,
willpower, and skill in the discipline of metasenses.  To do this, concentrate
on the planar fabric.

  Your more significant power is planeswalking itself, the ability to move
yourself through space with the power of your mind.  In order to do this, make
your active metasensory link the one which leads to the place you wish to go,
and will yourself through the planes.  Your facility at planeswalking is a
matter of your perception, intelligence, willpower, and skill at translocation
and metasenses.

Psychic Healer

  Psychic healers are a breed whose gentle power lends hope to the land of
Lost Souls: the ability to mend wounds and cure illness through the power of
their minds.  While a lesser psychic healer may be able to do little more than
help a wound to heal more quickly than a skilled herbalist might, those of
greater power can perform mighty feats of restoration.

  Psychic healing is a complex discipline which draws upon a broad variety of
psychic faculties; redaction is almost always paramount, but also employed are
metasenses to determine the nature and extent of wounds, injuries and maladies,
psychokinesis to return flesh and bone to their proper disposition without the
need for direct contact, psycholeptesis to quicken the body's energies and
drive out ill influences, and metacreativity to fashion new substance where it
is needed.  Different aspects of the talent will draw upon these capabilities
in differing proportion; likewise, most abilities of the psychic healer rely
upon willpower, charisma, perception, and intelligence in varying degree.

  The most elementary capability of the psychic healer is that of simple
diagnosis.  By a quick metasensory examination, you may determine the state of
the health of most any creature of flesh and blood.  This ability relies only
upon your perception, intelligence, charisma, and skill at metasenses and
redaction, unlike more complex abilities.  To use this power, concentrate on
diagnosing the health of your subject.

  The next of your powers, and perhaps the most broadly useful, is the ability
to heal wounds.  Drawing on your full range of capabilities, this activity
relies most heavily on willpower, charisma, and redaction.  To perform this
action, concentrate on healing your subject.

  While it does require a modicum of skill, many psychic healers are capable
of purifying poisons from the blood of their charges.  This power relies most
heavily on perception and redaction.  To attempt to cure poisoning, concentrate
on cleansing the poison from your subject.

  Requiring somewhat more skill to execute than the curing of poison, the
correction of blindness is yet within the capabilities of many healers.  This
capability is most heavily reliant upon your intelligence, perception, and
skill at redaction.  Concentrate on restoring vision to your subject in order
to attempt it.

  A power requiring considerable ability, the capacity to cure disease is the
mark of a capable psychic healer.  Your ability at this is most influenced by
your perception, willpower, and skill in the areas of redaction, metasenses,
metacreativity, and psycholeptesis.  To use this capability, concentrate on
cleansing disease from your subject.

  Lastly, the greatest of psychic healers are known to be able to regenerate
entire lost limbs.  Most healers never achieve the considerable power required
for a feat of this magnitude.  Should you join the ranks of those who have,
your level of capability at the task will be most influenced by your willpower,
charisma, and skill at redaction, metacreativity, and metasenses.  To attempt
it, simply concentrate on regenerating the limb in question; for instance, to
attempt to regenerate the right hand of a man named Michael, concentrate on
regenerating Michael's right hand.

Psychic Vampire

Seer

  Seers have the psychic ability of clairvoyance, the power to cast their
senses out across the world and perceive distant locales.

  You have several abilities related to the creation and use of metasensory
location links; see 'help location linking' for information.  Your psychic
senses may operate across these links, permitting reliable perception of places
with which you have a metasensory connection.  To perceive a location to which
you are linked, make it your active link as described in the help file above
and concentrate on casting your psychic senses outward.  Your facility at this
is determined by your perception, intelligence, willpower, luck, and skill at
metasenses.  Since your connection is to the location, not any person within
it, the effect is subtle enough to be imperceptible without some out-of-the-
ordinary means of detecting psychic activity.

  You may also seek out a particular individual by clairvoyant means.  This is
a prolonged meditative process the success of which is dependent on your level
of ability, and which may never be successful if your quarry is too distant or
shielded from scrutiny.  Your capability at this is a matter of your attributes
of perception, intelligence, willpower, and luck, and your skill at metasenses.
To seek someone out psychically, concentrate on psychically searching for that
person.  Note that if you are successful, your target may detect your scrutiny,
especially if endowed with metasensory powers himself.

  You may also simply cast open your senses to the world, receiving whatever
perceptions may come to you.  While this may seem a less than entirely focused
activity, some seers claim that it can be enlightening.  In any event, your
ability level here is a matter of your perception, luck, and metasensory  skill.
To do this, concentrate on casting your psychic senses open to the world.

Sensitive

Soothsayer

  Soothsayers are gifted individuals, both respected and feared for their
single ability: the power of long-range precognition -- telling the future,
divining fate.

  Determining the fate of an individual is a prolonged process that requires
deep concentration nearing a trance state.  Your ability at this process is
determined by your perception, intelligence, willpower, luck, and skill in the
discipline of metasenses.  To untangle the web of destiny, concentrate on
divining the fate of the person at hand.  Once a given individual's fate has
been foretold, further soothsaying is impossible until whatever was said has
come to pass.

Strongman

  Strongmen are possessed of a simple, straightforward psychic talent: the
ability to use psychokinetic force to tremendously increase the effective
strength of their bodies.  Often the use of this talent is nearly unconscious,
and there may be people with this talent throughout the land who think they
are simply heroically strong, not psychically endowed.

  To boost your strength, concentrate on mentally assisting your strength;
concentrate on ceasing to mentally assist your strength to allow the
psychokinetic force to lapse.  Your level of ability as a strongman is
determined by your willpower and your skill at psychokinesis.

Stormlord

  Stormlords are psychics so-called for their fearsome power of manipulating
the energies of lightning.  While they cannot create electrical energy out of
whole cloth, this generally proves little impediment to them.

  The backbone of your powers is the ability to create a field of psychic
force that absorbs and collects electrical energy.  The power stored in your
lightning absorption field may then be put to work in other ways.  The amount
of energy that the field can hold is limited by your level of ability, which
is determined by your willpower, intelligence, perception, luck, and skill at
psycholeptesis and metasenses.  The field will attempt to disperse what energy
it cannot absorb, but its power to absorb and its power to disperse can both
be overwhelmed by too much incoming energy at once.  Nonetheless, it is quite
difficult indeed to harm a stormlord with electricity.  You can obtain a
general idea of how much energy is bound up in your field simply by examining
yourself; any significant amount of energy will be visible as an aura around
you.  When your field has a great deal of energy in it, individuals attacking
you bare-handed or using weapons of conductive material are likely to trigger
an electrical discharge; be cautious, as this can deplete the strength of your
field.  To bring up your lightning absorption field, concentrate on absorbing
lightning; to shut it down, concentrate on ceasing to absorb lightning.  Any
power stored in your field when you shut it down will be lost.

  You can put the lightnings stored in your field to work by creating small
lightning arcs to shock opponents.  This ability will draw on the energy stored
in your lightning absorption field unless you are in circumstances where you
could call a lightning bolt, as described below, in which case you will draw
the necessary energy from your environment.  To throw a lightning arc at an
enemy, concentrate on directing lightning at your target; you may refer simply
to "my opponent" to target whomever you are fighting.  Your level of ability
at this is determined by your willpower, intelligence, perception, luck, and
skill at psycholeptesis.

  The most feared of the stormlord's capabilities is what earns them their
name: the ability to call lightning down from the sky against their foes.  In
order to do this, you must be outdoors and the weather must be in such a state
as to at least hint at a storm; that is, a cloudy sky and a significant amount
of precipitation.  Your proficiency at calling lightning is a matter of your
willpower, intelligence, perception, luck, and skill at psycholeptesis; to do
this, concentrate on calling lightning down upon your target.

Telepath

Shared Abilities

Basic Telepathy

  All telepaths have the ability to perform a number of basic operations
concerned with managing psychic contacts.

  First, you can review psychic contacts of which you are aware.  This is a
simple matter, but if it is made difficult for some reason, your ability at it
is a matter of your intelligence, perception, and telepathy skill.  To do this,
think about your psychic contacts.

  Second, you can scan your psyche for contacts.  This allows you to conduct a
psychic probe of your own mind in order to reveal contacts previously unknown
to you, as well as reviewing those already perceived.  Your ability at this is
determined by your perception, intelligence, willpower, and telepathy skill.
To perform this operation, concentrate on examining yourself for psychic
contacts.

  Third, you can select a contact to make "active" for purposes of other
psychic effects, such as the ability to close contacts described below.  Your
ability here is a matter of your intelligence, willpower, and telepathy skill.
To do this, concentrate on the contact itself; for instance, if you had a
psychic contact with someone named Jack, you would concentrate on your psychic
contact with Jack to make it your "active" contact.  If contacts both from you
to Jack and from Jack to you are present, normally you will select the one
from you to Jack; if you wish to select the other contact, concentrate on your
foreign psychic contact with Jack.

  Fourth, you can review the state of your active contact.  This is a trivial
operation, but if there should be some problem with it, your performance will
depend on your intelligence, willpower, perception, and telepathy skill.  To
do this, think about your psychic contact.

  Fifth, you can attempt to close down your active contact.  This should always
be successful in the case of contacts you are maintaining with others, barring
exceptional circumstances; contacts maintained by others, especially hostile
contacts, may be difficult to close down.  Your facility with this operation is
determined by your intelligence, willpower, perception, and telepathy skill.
To perform it, concentrate on closing your psychic contact.

  Lastly, you can defend yourself from foreign psychic contacts.  This is
really nothing more than examining yourself for psychic contacts followed by
attempting to close down those which may be threatening; in essence, combining
several of the operations described above into a single psychic defensive
maneuver.  Your level of ability with each stage of this process is the same
as described above for that stage.  To do this, concentrate on defending
yourself from psychic contact; you will scan yourself for psychic contacts and
shut down the first neutral or hostile foreign contact you find.  Alternately,
you may concentrate on defending yourself from neutral psychic contact or
concentrate on defending yourself from hostile psychic contact if you wish to
work on only one type of possibly threatening contact.  Note that this will not
change your current active contact.

Metasensory Location Linking

  You have the ability to form metasensory links with locations.  These links
are psychic conduits which connect you to places throughout the cosmos.

  Your first faculty is the ability to establish a metasensory link with your
current location.  The factors contributing to your facility at this are your
perception, intelligence, willpower, and skill at metasenses.  To perform this
operation, concentrate on creating a metasensory link.  There is no limit to
the number of links you may maintain, but each requires a small measure of your
attention and your psychic energy, so it is generally best to be parsimonious
with them.

  Your second faculty is simply reviewing the location links you have.  This is
a simple thing, but if there should be some problem with it, your ability in
the area is a matter of your intelligence, perception, and skill at metasenses.
To do this, think about your metasensory links.

  Your third faculty is that of designating a location link as "active", so
that it may be used for further operations.  Your facility at this action,
should it somehow be opposed, is determined by your intelligence, willpower,
perception, and skill at metasenses.  To select a link as active, concentrate
on that link; for example, if you had a metasensory link to the Lost Lamb
Tavern, you would concentrate on your metasensory link to the Lost Lamb Tavern
in order to make it your active link.

  Your fourth faculty is the ability to close location links.  Links you
created yourself as described above are normally a simple matter to close; if
other forces were to create metasensory links to you, these may not be so easy
to shut down.  Your ability at closing links is determined by your willpower,
intelligence, perception, and skill at metasenses.  To close your active link,
concentrate on closing your metasensory link.

Methods of Acquiring Talents

  • Consciousness alteration
  • Mental enhancement
  • Psychic trauma
  • Philosophical insight
  • Natural development
  • Psychic contact
  • Fate
  • Psychic surgery
  • Identity reevaluation

Methods of Activating Latent Talents

Spoiler warning: information below includes details, such as solutions to puzzles or quest procedures, that you may prefer to discover on your own.


This is a subject brought up many times on the OOC channel. Once upon a time, you could just hammer the command text for the various skills and it would activate a latent talent. This has long since been done away with, and the activation triggers are much more complex.

I have had Psychic healer activate by looking at someone, and then automatically diagnosing their health.

Levitator kicked in as a life preservation technique when I took one too many steps north in the Underdark. It also was triggered by an Aurumvorax on Kentaur Island. He was completely mauling me, and when I wimpied, I wimpied upwards.

Mindblaster, firestarter, bladeturner and battledancer almost always trigger in combat.

I have also had firestarter activate when I looked at my opponent in combat, and happened ot visualize heat waves eminating from him.

Soothsayer has been triggered by looking at another player, and instantly providing him with his fate. It has happened twice this way--once was a talent and twice was a death fate.

Dowser can be triggered by being extremely thirsty, a consition which seems to accompany resurrection quite often.

My mindshielder ability was triggered as a reflexive action when an vlekthid tried to eat my brains.

Stormlord was activated at the end of combat with a Storm Walker, when the stored energy in his field discharged, it was collected in mine.

Fixer most often triggers by looking at damaged items, and then instinctively healing them.

the temple entry chamber [n, out]
    You see a greenish-skinned male orc guard riding a dark brown male warg, a greenish-skinned
female orc guard riding a brown male warg and a pale-green-skinned male orc guard.
As you move to proceed outward, something stirs strangely deep in your mind, and suddenly you
find yourself moving very, very far outward indeed, hurtling through the very fabric of the
cosmos.
somewhere in the Exoma [in, n, nd, nu]
    You see an elektros and a bright green-spotted dark blue hermaphroditic pyx.
You realize that your latent psychic wild talent is that of a planeswalker.
End of spoiler information.

Psionic Matrices

  Anyone with a psychic wild talent can channel psychic energy into a psionic
matrix to which they have bonded; see 'help matrix bond' for more information
on psionic matrices.  To charge your matrix, concentrate on psychically
infusing it; a measure of psychic energy will pass from you into the device.
To increase the level of infusion, repeat the process.

  Your proficiency at the infusion process is governed by your intelligence,
your willpower, and your metacreativity skill.

Matrix Bonding

  Occasionally seen throughout the lands are items of unknown origin called
psionic matrices.  While no more than attractive crystals to most eyes, in the
hands of a psychic they become potent tools.

  When bonded to a psychically capable user, any psionic matrix will perform
the basic function of amplifying and channeling psychic effects.  While you
are bonded to your matrix and have it on your person, all psychic effects you
perform will be focused through the device.  Most matrices have one or two
types of psychic activity to which they provide a considerable amplifying
effect, while having minor effects on other activities.  Most matrices also
have various side effects -- types of psychic power which they hinder rather
than assist.  It is significant to note that the use of a psionic matrix is
primarily an enhancer of the raw power of psychic effects; more than one user
of these devices has found his previously-reliable abilities suddenly out of
control due simply to the increase in the amount of power he was handling.

  A separate but equally important function of the psionic matrix is in the
channeling and containment of psychic energy.  As an intermediary in the
performance of psionic effects, the matrix can employ energy stored within it
to this end, preserving the user's own reserves.  In fact, all effects
performed with the assistance of a psionic matrix require the energy used to
flow through the matrix; if the device does not contain sufficient power, it
will draw on your personal energies.  See 'help matrix charging' for specific
information on charging psionic matrices with energy.
  It is rumored that some matrices have attributes and functions beyond these
core capabilities.  Little is known for certain on this topic.
  Unfortunately, the various duties of a psionic matrix appear to take a toll
upon its internal structures, and while those experienced in working with them
can reduce the wear and tear their activities inflict, still the devices wear
down gradually.  A well-used matrix can simply disintegrate, its structural
integrity exhausted, but a disturbingly common occurrence is for a matrix to
violently explode as its stored energies overcome its capacity for containment.

 A matrix's power to enhance psionic abilities degrades with the device's
structure, and the only noticeable saving grace to this phenomenon is that the
strength of negative side effects degrades as well.

  To bond with a psionic matrix, concentrate on psychically bonding to it.
To remove the bond once established, concentrate on severing the psychic bond
with your matrix, but beware; the loss of a bond is a traumatic event and can
leave one unable to establish another bond for some time.

  Your efficaciousness in establishing or severing a matrix bond is determined
by your perception, your intelligence, and your skills in the disciplines of
telepathy, redaction, and matrix interface.

Matrix Color to Skill Map

Black - Psychovorism
Blue - Telepathy
Cyan - Metasenses
Green - Redaction
Violet - Psychokinesis
Red - Metacreativity
Yellow - Psycholeptesis
Orange - Translocation

Matrix Intensity List

dull -> no adjective -> bright -> vibrant -> intense

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